Fri May 23, 2014 6:58 pm
Jonipoon wrote:EA should just let Imsomniac Games (the studio behind the new Sunset Overdrive game) do the next SSX game. That would be awesome.
RadicalPlayer wrote:I also want to talk about the tricks themselves in the game and how they should be improved on. The tricks to an extent are amusing, but after a while you realise that they tend to get repetitive, especially in trick its. Unlike SSX (2012), SSX3 offers other tricks in the shop in which you can exchange for in game money in order to use different tricks, maybe something to take into consideration for the next SSX maybe? (Since earning credits in this game is way too easy and there's nothing to spend on)
Sun May 25, 2014 12:45 pm
Sun May 25, 2014 3:37 pm
Sat May 31, 2014 11:50 am
Sun Jun 01, 2014 6:55 pm
Mon Jun 02, 2014 10:14 am
Mon Jun 02, 2014 11:14 am
Mon Jun 02, 2014 12:06 pm
Fri Dec 12, 2014 4:58 am
citylights wrote:...But yeah, this is a list of five general things I think a really cool sequel would probably do...
Sat Dec 13, 2014 9:56 pm
Rocket Raider wrote:The world would be a return to the commercial competition style of the first few games, with the engineered tracks and bleachers of fans. It would sort of by a synthesis of Tricky's "World Circuit" and 3's "Conquer the Mountain." There would be mountains all over the world, each with various tracks. A couple race tracks, a couple slopestyle courses, the backcountry, maybe some have superpipes. Some tracks would double as both race tracks and slopestyle tracks, like the tracks in Tricky. The mountains would be unique enough that they don't each mechanically have, say, one race, one slopestyle, one superpipe, etc. Things would be a little asymmetrical to keep it fresh.
The main campaign mode would be winning competitions and unlocking mountains until you get to the ultimate one. However, it would be a sandbox-style game, with many side-missions. Character relationships wouldn't just be dressing in the background, but they would affect how each characters' side missions work. Maybe some side missions are your character's friends wanting to meet you at some point of the mountain to have a friendly competition. Or your character's enemy wanting to settle a score. Each character would also have "goals" that reflect their personalities. For example, if you're playing as Psymon, his goals typically include pulling off near-suicidal stunts, like jumping over power lines or something, and avoiding getting busted by the mountain patrollers.
Winning competitions and attaining collectibles in freeride give you the cash to level up to buy gear and clothes. Winning competitions also gets you noticed by sponsors. Your relationship with sponsors also affects your game world: as you get more gear from these guys, you also see more billboards of yourself promoting their products, like breakfast cereals and soft drinks and shaving razors. Things like that to add to the texture of the game. As you increase your reputation and move through the mountains, you begin to catch the eye of the eccentric, reclusive Willy-Wonka-like organizer of the SSX games, who comes into personal contact with you and sends you challenges.
When playing in freeride, on the lower, more accessible tracks of the mountains are open to the public and populated by amateur snowboarders, much like On Tour. As you get higher up a mountain toward its harder tracks and backcountry, it gets more deserted.
Each character has a couple signature Uber tricks, but they are also customizable and swappable.
Sun Dec 14, 2014 8:30 pm
citylights wrote:Hooray, welcome to Merq!! Good to see someone else who's coming from the same place.
citylights wrote: I'm just not a fan of the specialized stats in SSX/Tricky/2012.
citylights wrote:I love your more out-of-the-box track ideas, too. I've been learning 3D stuff for the last few months, and I've been thinking about fleshing out some track ideas like water parks and candyland, that sort of out-there stuff. Maybe even sand-boarding!
citylights wrote:*cough and changing the hair under the hats is VERY IMPORTANT TO ME*
Tue Dec 16, 2014 9:59 pm
Rocket Raider wrote:Sounds cool! If you do render these concepts, be sure to share them!
I've been thinking of doing some concept sketches for some of my track ideas, but I haven't drawn in a long time (used to be my hobby), and even then, I mostly just did figure drawing, and hardly ever drew landscapes. In fact, drawing curved and winding forms in perspective is something I don't have a good grasp of. A lot harder than when you only have straight lines to bother with.
Tue Jan 20, 2015 6:04 pm
Sat Mar 07, 2015 5:09 am
Sat Mar 07, 2015 12:25 pm
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Tue May 26, 2015 9:05 am
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Sun Dec 20, 2015 7:01 pm
Mon Dec 21, 2015 10:44 am
Rocket Raider wrote:citylights wrote:...But yeah, this is a list of five general things I think a really cool sequel would probably do...
Those are good suggestions. I agree with most, if not all, of that.
Here's what I'd do for a future SSX game:
Gameplay
The world would be a return to the commercial competition style of the first few games, with the engineered tracks and bleachers of fans. It would sort of by a synthesis of Tricky's "World Circuit" and 3's "Conquer the Mountain." There would be mountains all over the world, each with various tracks. A couple race tracks, a couple slopestyle courses, the backcountry, maybe some have superpipes. Some tracks would double as both race tracks and slopestyle tracks, like the tracks in Tricky. The mountains would be unique enough that they don't each mechanically have, say, one race, one slopestyle, one superpipe, etc. Things would be a little asymmetrical to keep it fresh.
The main campaign mode would be winning competitions and unlocking mountains until you get to the ultimate one. However, it would be a sandbox-style game, with many side-missions. Character relationships wouldn't just be dressing in the background, but they would affect how each characters' side missions work. Maybe some side missions are your character's friends wanting to meet you at some point of the mountain to have a friendly competition. Or your character's enemy wanting to settle a score. Each character would also have "goals" that reflect their personalities. For example, if you're playing as Psymon, his goals typically include pulling off near-suicidal stunts, like jumping over power lines or something, and avoiding getting busted by the mountain patrollers.
Winning competitions and attaining collectibles in freeride give you the cash to level up to buy gear and clothes. Winning competitions also gets you noticed by sponsors. Your relationship with sponsors also affects your game world: as you get more gear from these guys, you also see more billboards of yourself promoting their products, like breakfast cereals and soft drinks and shaving razors. Things like that to add to the texture of the game. As you increase your reputation and move through the mountains, you begin to catch the eye of the eccentric, reclusive Willy-Wonka-like organizer of the SSX games, who comes into personal contact with you and sends you challenges.
When playing in freeride, on the lower, more accessible tracks of the mountains are open to the public and populated by amateur snowboarders, much like On Tour. As you get higher up a mountain toward its harder tracks and backcountry, it gets more deserted.
Each character has a couple signature Uber tricks, but they are also customizable and swappable.
Tracks
Each mountain would have some unifying theme, with a return to the more colorful, gimmicky tracks of the earlier games. Here are a few ideas:
Mt. Caribou
In British Columbia, this is the beginner mountain that the player starts on. The first race track is something evocative of Garibaldi or Snow Jam. Near the bottom of the mountain is a course that doubles as a tourist park, complete with an ice rink. Bliss, the backcountry at its peak, is a calm and relaxing place to hit the slopes.
Blue Mountain
This mountain is home to Millennium City Countdown, an urban track remniscient of Merqury and Metro that takes one through streets, skyscrapers, parking garages, skywalks, etc. I'd try to make it feel less like a "course with buildings around it" and take advantage of the grid-like pattern of streets and avenues.
The entire mountain is based on the "city" aesthetic, with a superpipe similar to the Dysfunction Junction, but as you get higher up the mountain toward the backcountry, it becomes less urban and the city disappears.
Mt. Wikiwai
A mountain in Hawaii. As you get further down the mountain, it becomes warmer, until you get to the bottom track, "Le Deluge," in which the snow is melting, similar to Aloha Ice Jam. The peak of the mountain is on a volcano with active geysers.
Mt. Șuici
Tracks on this Romanian mountain include the treacherous uncharted backcountry of "The Fortress," and a track built upon the crumbling remains of a medieval castle, called "Ruins."
St. Gravitus
Situated in Russia, the peak of this mountain is icy, with narrow, elevated ledges, sharp ridges, and hidden caves. The track "Vostok" was once a research facility for space exploration, designed to mimic the surface of the moon to prepare potential astronauts for the rigors of space. Riders will encounter the disorienting centrifuge, as well as a Zero-G chamber. There are also unconfirmed rumours of an undiscovered secret laboratory somewhere along the course...
Super Outrageous Challenge Mountain
This mountain is very steeped in its Japanese pop culture, with "kawaii" chibi balloons hovering above tracks like "Magic," an intense slopestyle event similar to "Kick Doubt," and a multi-tiered half-pipe called "Major Fun." Perhaps the most interesting track is "The Megaplex," a reworking of "Tokyo Megaplex." It retains its obstacle-course-like nature, pin-ball mechanics, and air pumps. However, no longer does the track contain repetitive laps. Switches and buttons don't only open new paths and shortcuts, but can also be used to sabotage opponents ahead of or behind you.
Helkabell Peaks
Tracks weave through and around the cottages of a sleepy Icelandic village and its surrounding forests and hot springs However, beware the glacial slickness and and geysers in the backcountry.
Other tracks would include a track based off of an amusement park, with roller-coaster rails, a hall of mirrors, and a high striker. Also, a "spooky" course in Ireland said to be haunted, with tall willow trees hanging over you. A mountain in the Alps. Maybe a track based on a child's fantasy, with pink snow, toy soldiers and dollhouses. Perhaps the ultimate mountain is in Antarctica, with falling ice, avalanches, and crumbling paths.The more advanced the mountain, the more likely one is to come across hazards and inclement conditions, such as blizzards and intense fogs, things that look more like the latest SSX game.
Characters
My roster would be Elise, Mac, Kaori, Zoe, Moby, JP, Eddie, Seeiah, Brodi, Viggo, Nate, and Griff.
As mentioned earlier, character interactions and personalities would factor in heavily, with lots of interactions during gameplay, character behaviours being based on past experiences, and missions outside the main campaign reflecting a character's relationships. Hitting a friend could turn that friend into an enemy, but one can also choose to help up wiped-out opponents during gameplay to become friendlier with them. You can interact with characters as you go into the lodge to equip your gear or buy stats.
Characters' tricking styles would reflect their personalities, such as their Uber Tricks (Eddie with his "Worm," Psymon with the "Guillotine," Brodie with the "Magician," etc). Character personalities would affect gameplay. For example, Zoe eschews "selling out" to brands and corporations, so she typically rejects sponsorships and instead gets her gear from small local companies. Characters from SSX's past still make appearances and cameos. For example, Hiro has reinvented himself as a Steve Jobs-like tech entrepeneur (billboards of him are everywhere), and one mission involves you testing out a prototype in the hazardous backcountry with him, for which he rewards you with gear. Maybe Luther makes an appearance, too.
Like the older games, instead of wearing heavy snowboarding gear, characters wear street clothes, which are highly customizable and combinable, like in 3. Clothes can also be layered, so you can wear this T-shirt with that jacket, for example. Or this haircut under that hat. That skirt with those leggings. You can change facepaint and facial hair and all that jazz.
You can view your character's bio, statistics, commercial endorsements, rewards, etc. Also, there are collectable icons that snap photos of you (like in On Tour), and the photos are saved and viewable in your menu.
Whew, now I have a wall of text, too.
Mon Feb 08, 2016 3:50 am
citylights wrote:I also agree that it should be a mix of Tricky and 3, but if there's one thing On Tour did right (blech) it's definitely those NPCs milling about. The mountains can feel reaaal lonely sometimes. I'd love to see even the main characters just messing around out there between events.
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